Commit be43c867 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Split context_apply_state() into separate functions for each usage.

parent b8b1a565
...@@ -1977,32 +1977,13 @@ static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct ...@@ -1977,32 +1977,13 @@ static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device, struct
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage) static void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{ {
const struct StateEntry *state_table = device->StateTable; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
unsigned int i; {
switch (usage) {
case CTXUSAGE_CLEAR:
case CTXUSAGE_DRAWPRIM:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
}
if (context->draw_buffer_dirty) {
context_apply_draw_buffer(context, FALSE);
context->draw_buffer_dirty = FALSE;
}
break;
case CTXUSAGE_BLIT:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
if (context->render_offscreen) if (context->render_offscreen)
{ {
FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n"); FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
surface_internal_preload(context->current_rt, SRGB_RGB); surface_internal_preload(context->current_rt, SRGB_RGB);
ENTER_GL(); ENTER_GL();
...@@ -2010,55 +1991,90 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI ...@@ -2010,55 +1991,90 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt); context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE); context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
LEAVE_GL(); LEAVE_GL();
} else { }
else
{
context_validate_onscreen_formats(device, context);
ENTER_GL(); ENTER_GL();
context_bind_fbo(context, GL_FRAMEBUFFER, NULL); context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
LEAVE_GL(); LEAVE_GL();
} }
context->draw_buffer_dirty = TRUE; context->draw_buffer_dirty = TRUE;
} }
if (context->draw_buffer_dirty) {
if (context->draw_buffer_dirty)
{
context_apply_draw_buffer(context, TRUE); context_apply_draw_buffer(context, TRUE);
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
context->draw_buffer_dirty = FALSE; context->draw_buffer_dirty = FALSE;
} }
}
break;
default: SetupForBlit(device, context);
break; }
/* Context activation is done by the caller. */
static void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
{
const struct StateEntry *state_table = device->StateTable;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
} }
switch(usage) { if (context->draw_buffer_dirty)
case CTXUSAGE_RESOURCELOAD: {
/* This does not require any special states to be set up */ context_apply_draw_buffer(context, FALSE);
break; context->draw_buffer_dirty = FALSE;
}
case CTXUSAGE_CLEAR: if (context->last_was_blit)
if(context->last_was_blit) { {
device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE); device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
} }
/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling /* Blending and clearing should be orthogonal, but tests on the nvidia
* blending when clearing improves the clearing performance incredibly. * driver show that disabling blending when clearing improves the clearing
*/ * performance incredibly. */
ENTER_GL(); ENTER_GL();
glDisable(GL_BLEND); glDisable(GL_BLEND);
LEAVE_GL();
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
ENTER_GL();
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST"); checkGLcall("glEnable GL_SCISSOR_TEST");
LEAVE_GL(); LEAVE_GL();
context->last_was_blit = FALSE; context->last_was_blit = FALSE;
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table); Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
break; }
case CTXUSAGE_DRAWPRIM: /* Context activation is done by the caller. */
/* This needs all dirty states applied */ static void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
if(context->last_was_blit) { {
const struct StateEntry *state_table = device->StateTable;
unsigned int i;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!context->render_offscreen) context_validate_onscreen_formats(device, context);
ENTER_GL();
context_apply_fbo_state(context);
LEAVE_GL();
}
if (context->draw_buffer_dirty)
{
context_apply_draw_buffer(context, FALSE);
context->draw_buffer_dirty = FALSE;
}
if (context->last_was_blit)
{
device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE); device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
} }
...@@ -2079,15 +2095,6 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI ...@@ -2079,15 +2095,6 @@ static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceI
LEAVE_GL(); LEAVE_GL();
context->numDirtyEntries = 0; /* This makes the whole list clean */ context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE; context->last_was_blit = FALSE;
break;
case CTXUSAGE_BLIT:
SetupForBlit(device, context);
break;
default:
FIXME("Unexpected context usage requested\n");
}
} }
static void context_setup_target(IWineD3DDeviceImpl *device, static void context_setup_target(IWineD3DDeviceImpl *device,
...@@ -2220,7 +2227,27 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, ...@@ -2220,7 +2227,27 @@ struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device,
} }
} }
context_apply_state(context, device, usage); switch (usage)
{
case CTXUSAGE_BLIT:
context_apply_blit_state(context, device);
break;
case CTXUSAGE_CLEAR:
context_apply_clear_state(context, device);
break;
case CTXUSAGE_DRAWPRIM:
context_apply_draw_state(context, device);
break;
case CTXUSAGE_RESOURCELOAD:
break;
default:
FIXME("Unexpected context usage requested.\n");
break;
}
return context; return context;
} }
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